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(+1)

Thanks for playing! I always look forward to your feedback.

The minimap should show the direction to the exit after you've found it.

Sure, why not.

A "full map" button that only shows the rooms you've been in would be nice, that way the player can more easily make sure they've cleared the whole floor before going to the next one.

The new map menu achieves this: it shows the entire dungeon, highlighting completed rooms in green. You can open it with M, I can see how you'd miss that if you didn't go through the tutorial again. 

The miniboss dies weirdly while frozen, the dying animation slows to a crawl and the audio cue doesn't play properly. Maybe frost should defused it like the mine enemies.

I'll take a look at it.

Also I would make it so the last floor's ending portal is always behind a miniboss so that players have a final challenge to look forward too. It's a bit anti climactic to enter the last floor and find the exit after 3 rooms.

Boss rooms should be in the next update. You'll have to defeat a boss, then the portal appears afterwards.

The new UI layout is nice but you've removed the "press C to open upgrade menu" text so players won't know that exists unless it's in the tutorial.

It's in the tutorial. On that note, I am in the process of moving the weapon upgrades menu to a dedicated workbench rather than a keybind: a lot of people forget to press C, and it's just too overpowered to be able to change your build anywhere and anytime.

Taking your eyes off the character and your enemies is still dodgy to do in combat. I'd prefer if the chem stock UI was, like, 3 times as big and transparent, but don't do that because it would look ugly.

The alchemy slowdown is supposed to alleviate this a bit since it gives you time to look down, but I agree to an extent. There's not much else I can do to address this issue without compromising the UI, it's just an inherent part of the game.